#!/usr/bin/env python from __future__ import division import sys mac = sys.platform.startswith("darwin") try: import numpy as N except ImportError: raise ImportError("I could not import numpy") from time import clock import wx from Utilities import BBox import GUIMode ## A global variable to hold the Pixels per inch that wxWindows thinks is in use ## This is used for scaling fonts. ## This can't be computed on module __init__, because a wx.App might not have initialized yet. global FontScale ## Custom Exceptions: class FloatCanvasError(Exception): pass ## Create all the mouse events -- this is for binding to Objects EVT_FC_ENTER_WINDOW = wx.NewEventType() EVT_FC_LEAVE_WINDOW = wx.NewEventType() EVT_FC_LEFT_DOWN = wx.NewEventType() EVT_FC_LEFT_UP = wx.NewEventType() EVT_FC_LEFT_DCLICK = wx.NewEventType() EVT_FC_MIDDLE_DOWN = wx.NewEventType() EVT_FC_MIDDLE_UP = wx.NewEventType() EVT_FC_MIDDLE_DCLICK = wx.NewEventType() EVT_FC_RIGHT_DOWN = wx.NewEventType() EVT_FC_RIGHT_UP = wx.NewEventType() EVT_FC_RIGHT_DCLICK = wx.NewEventType() EVT_FC_MOTION = wx.NewEventType() EVT_FC_MOUSEWHEEL = wx.NewEventType() ## these two are for the hit-test stuff, I never make them real Events ## fixme: could I use the PyEventBinder for the Object events too? EVT_FC_ENTER_OBJECT = wx.NewEventType() EVT_FC_LEAVE_OBJECT = wx.NewEventType() ##Create all mouse event binding objects -- for binding to the Canvas EVT_LEFT_DOWN = wx.PyEventBinder(EVT_FC_LEFT_DOWN) EVT_LEFT_UP = wx.PyEventBinder(EVT_FC_LEFT_UP) EVT_LEFT_DCLICK = wx.PyEventBinder(EVT_FC_LEFT_DCLICK) EVT_MIDDLE_DOWN = wx.PyEventBinder(EVT_FC_MIDDLE_DOWN) EVT_MIDDLE_UP = wx.PyEventBinder(EVT_FC_MIDDLE_UP) EVT_MIDDLE_DCLICK = wx.PyEventBinder(EVT_FC_MIDDLE_DCLICK) EVT_RIGHT_DOWN = wx.PyEventBinder(EVT_FC_RIGHT_DOWN) EVT_RIGHT_UP = wx.PyEventBinder(EVT_FC_RIGHT_UP) EVT_RIGHT_DCLICK = wx.PyEventBinder(EVT_FC_RIGHT_DCLICK) EVT_MOTION = wx.PyEventBinder(EVT_FC_MOTION) EVT_ENTER_WINDOW = wx.PyEventBinder(EVT_FC_ENTER_WINDOW) EVT_LEAVE_WINDOW = wx.PyEventBinder(EVT_FC_LEAVE_WINDOW) EVT_MOUSEWHEEL = wx.PyEventBinder(EVT_FC_MOUSEWHEEL) class _MouseEvent(wx.PyCommandEvent): """ This event class takes a regular wxWindows mouse event as a parameter, and wraps it so that there is access to all the original methods. This is similar to subclassing, but you can't subclass a wxWindows event The goal is to be able to it just like a regular mouse event. It adds the method: GetCoords() , which returns and (x,y) tuple in world coordinates. Another difference is that it is a CommandEvent, which propagates up the window hierarchy until it is handled. """ def __init__(self, EventType, NativeEvent, WinID, Coords = None): super(_MouseEvent, self).__init__() self.SetEventType( EventType ) self._NativeEvent = NativeEvent self.Coords = Coords def GetCoords(self): return self.Coords def __getattr__(self, name): d = self._getAttrDict() if name in d: return d[name] return getattr(self._NativeEvent, name) ## fixme: This should probably be re-factored into a class _testBitmap = None _testDC = None def _cycleidxs(indexcount, maxvalue, step): """ Utility function used by _colorGenerator """ def colormatch(color): """Return True if the color comes back from the bitmap identically.""" if len(color) < 3: return True global _testBitmap, _testDC B = _testBitmap if not mac: dc = _testDC if not B: B = _testBitmap = wx.Bitmap(1, 1) if not mac: dc = _testDC = wx.MemoryDC() if mac: dc = wx.MemoryDC() dc.SelectObject(B) dc.SetBackground(wx.BLACK_BRUSH) dc.Clear() dc.SetPen(wx.Pen(wx.Colour(*color), 4)) dc.DrawPoint(0,0) if mac: del dc pdata = wx.AlphaPixelData(B) pacc = pdata.GetPixels() pacc.MoveTo(pdata, 0, 0) outcolor = pacc.Get()[:3] else: outcolor = dc.GetPixel(0,0) return outcolor == color if indexcount == 0: yield () else: for idx in xrange(0, maxvalue, step): for tail in _cycleidxs(indexcount - 1, maxvalue, step): color = (idx, ) + tail if not colormatch(color): continue yield color def _colorGenerator(): """ Generates a series of unique colors used to do hit-tests with the Hit Test bitmap """ return _cycleidxs(indexcount=3, maxvalue=256, step=1) class DrawObject: """ This is the base class for all the objects that can be drawn. One must subclass from this (and an assortment of Mixins) to create a new DrawObject. \note This class contain a series of static dictionaries: * BrushList * PenList * FillStyleList * LineStyleList Is this still necessary? """ def __init__(self, InForeground = False, IsVisible = True): """! \param InForeground (bool) \param IsVisible (Bool) """ self.InForeground = InForeground self._Canvas = None self.HitColor = None self.CallBackFuncs = {} ## these are the defaults self.HitAble = False self.HitLine = True self.HitFill = True self.MinHitLineWidth = 3 self.HitLineWidth = 3 ## this gets re-set by the subclasses if necessary self.Brush = None self.Pen = None self.FillStyle = "Solid" self.Visible = IsVisible # I pre-define all these as class variables to provide an easier # interface, and perhaps speed things up by caching all the Pens # and Brushes, although that may not help, as I think wx now # does that on it's own. Send me a note if you know! BrushList = { ( None,"Transparent") : wx.TRANSPARENT_BRUSH, ("Blue","Solid") : wx.BLUE_BRUSH, ("Green","Solid") : wx.GREEN_BRUSH, ("White","Solid") : wx.WHITE_BRUSH, ("Black","Solid") : wx.BLACK_BRUSH, ("Grey","Solid") : wx.GREY_BRUSH, ("MediumGrey","Solid") : wx.MEDIUM_GREY_BRUSH, ("LightGrey","Solid") : wx.LIGHT_GREY_BRUSH, ("Cyan","Solid") : wx.CYAN_BRUSH, ("Red","Solid") : wx.RED_BRUSH } PenList = { (None,"Transparent",1) : wx.TRANSPARENT_PEN, ("Green","Solid",1) : wx.GREEN_PEN, ("White","Solid",1) : wx.WHITE_PEN, ("Black","Solid",1) : wx.BLACK_PEN, ("Grey","Solid",1) : wx.GREY_PEN, ("MediumGrey","Solid",1) : wx.MEDIUM_GREY_PEN, ("LightGrey","Solid",1) : wx.LIGHT_GREY_PEN, ("Cyan","Solid",1) : wx.CYAN_PEN, ("Red","Solid",1) : wx.RED_PEN } FillStyleList = { "Transparent" : wx.TRANSPARENT, "Solid" : wx.SOLID, "BiDiagonalHatch": wx.BDIAGONAL_HATCH, "CrossDiagHatch" : wx.CROSSDIAG_HATCH, "FDiagonal_Hatch": wx.FDIAGONAL_HATCH, "CrossHatch" : wx.CROSS_HATCH, "HorizontalHatch": wx.HORIZONTAL_HATCH, "VerticalHatch" : wx.VERTICAL_HATCH } LineStyleList = { "Solid" : wx.SOLID, "Transparent": wx.TRANSPARENT, "Dot" : wx.DOT, "LongDash" : wx.LONG_DASH, "ShortDash" : wx.SHORT_DASH, "DotDash" : wx.DOT_DASH, } def Bind(self, Event, CallBackFun): ##fixme: Way too much Canvas Manipulation here! self.CallBackFuncs[Event] = CallBackFun self.HitAble = True self._Canvas.UseHitTest = True if self.InForeground and self._Canvas._ForegroundHTBitmap is None: self._Canvas.MakeNewForegroundHTBitmap() elif self._Canvas._HTBitmap is None: self._Canvas.MakeNewHTBitmap() if not self.HitColor: if not self._Canvas.HitColorGenerator: self._Canvas.HitColorGenerator = _colorGenerator() self._Canvas.HitColorGenerator.next() # first call to prevent the background color from being used. self.HitColor = self._Canvas.HitColorGenerator.next() self.SetHitPen(self.HitColor,self.HitLineWidth) self.SetHitBrush(self.HitColor) # put the object in the hit dict, indexed by it's color if not self._Canvas.HitDict: self._Canvas.MakeHitDict() self._Canvas.HitDict[Event][self.HitColor] = (self) # put the object in the hit dict, indexed by its color def UnBindAll(self): ## fixme: this only removes one from each list, there could be more. ## + patch by Tim Ansel if self._Canvas.HitDict: for Event in self._Canvas.HitDict.itervalues(): try: del Event[self.HitColor] except KeyError: pass self.HitAble = False def SetBrush(self, FillColor, FillStyle): if FillColor is None or FillStyle is None: self.Brush = wx.TRANSPARENT_BRUSH ##fixme: should I really re-set the style? self.FillStyle = "Transparent" else: self.Brush = self.BrushList.setdefault( (FillColor,FillStyle), wx.Brush(FillColor,self.FillStyleList[FillStyle] ) ) #print "Setting Brush, BrushList length:", len(self.BrushList) def SetPen(self,LineColor,LineStyle,LineWidth): if (LineColor is None) or (LineStyle is None): self.Pen = wx.TRANSPARENT_PEN self.LineStyle = 'Transparent' else: self.Pen = self.PenList.setdefault( (LineColor,LineStyle,LineWidth), wx.Pen(LineColor,LineWidth,self.LineStyleList[LineStyle]) ) def SetHitBrush(self,HitColor): if not self.HitFill: self.HitBrush = wx.TRANSPARENT_BRUSH else: self.HitBrush = self.BrushList.setdefault( (HitColor,"solid"), wx.Brush(HitColor,self.FillStyleList["Solid"] ) ) def SetHitPen(self,HitColor,LineWidth): if not self.HitLine: self.HitPen = wx.TRANSPARENT_PEN else: self.HitPen = self.PenList.setdefault( (HitColor, "solid", self.HitLineWidth), wx.Pen(HitColor, self.HitLineWidth, self.LineStyleList["Solid"]) ) ## Just to make sure that they will always be there ## the appropriate ones should be overridden in the subclasses def SetColor(self, Color): pass def SetLineColor(self, LineColor): pass def SetLineStyle(self, LineStyle): pass def SetLineWidth(self, LineWidth): pass def SetFillColor(self, FillColor): pass def SetFillStyle(self, FillStyle): pass def PutInBackground(self): if self._Canvas and self.InForeground: self._Canvas._ForeDrawList.remove(self) self._Canvas._DrawList.append(self) self._Canvas._BackgroundDirty = True self.InForeground = False def PutInForeground(self): if self._Canvas and (not self.InForeground): self._Canvas._ForeDrawList.append(self) self._Canvas._DrawList.remove(self) self._Canvas._BackgroundDirty = True self.InForeground = True def Hide(self): """! \brief Make an object hidden. """ self.Visible = False def Show(self): """! \brief Make an object visible on the canvas. """ self.Visible = True class Group(DrawObject): """ A group of other FloatCanvas Objects Not all DrawObject methods may apply here. Note that if an object is in more than one group, it will get drawn more than once. """ def __init__(self, ObjectList=[], InForeground = False, IsVisible = True): self.ObjectList = list(ObjectList) DrawObject.__init__(self, InForeground, IsVisible) self.CalcBoundingBox() def AddObject(self, obj): self.ObjectList.append(obj) self.BoundingBox.Merge(obj.BoundingBox) def AddObjects(self, Objects): for o in Objects: self.AddObject(o) def CalcBoundingBox(self): if self.ObjectList: BB = BBox.BBox(self.ObjectList[0].BoundingBox).copy() for obj in self.ObjectList[1:]: BB.Merge(obj.BoundingBox) else: BB = BBox.NullBBox() self.BoundingBox = BB def SetColor(self, Color): for o in self.ObjectList: o.SetColor(Color) def SetLineColor(self, Color): for o in self.ObjectList: o.SetLineColor(Color) def SetLineStyle(self, LineStyle): for o in self.ObjectList: o.SetLineStyle(LineStyle) def SetLineWidth(self, LineWidth): for o in self.ObjectList: o.SetLineWidth(LineWidth) def SetFillColor(self, Color): for o in self.ObjectList: o.SetFillColor(Color) def SetFillStyle(self, FillStyle): for o in self.ObjectList: o.SetFillStyle(FillStyle) def Move(self, Delta): for obj in self.ObjectList: obj.Move(Delta) self.BoundingBox += Delta def Bind(self, Event, CallBackFun): ## slight variation on DrawObject Bind Method: ## fixme: There is a lot of repeated code from the DrawObject method, but ## it all needs a lot of cleaning up anyway. self.CallBackFuncs[Event] = CallBackFun self.HitAble = True self._Canvas.UseHitTest = True if self.InForeground and self._Canvas._ForegroundHTBitmap is None: self._Canvas.MakeNewForegroundHTBitmap() elif self._Canvas._HTBitmap is None: self._Canvas.MakeNewHTBitmap() if not self.HitColor: if not self._Canvas.HitColorGenerator: self._Canvas.HitColorGenerator = _colorGenerator() self._Canvas.HitColorGenerator.next() # first call to prevent the background color from being used. # Set all contained objects to the same Hit color: self.HitColor = self._Canvas.HitColorGenerator.next() for obj in self.ObjectList: obj.SetHitPen(self.HitColor, self.HitLineWidth) obj.SetHitBrush(self.HitColor) obj.HitAble = True # put the object in the hit dict, indexed by it's color if not self._Canvas.HitDict: self._Canvas.MakeHitDict() self._Canvas.HitDict[Event][self.HitColor] = (self) def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel = None, HTdc=None): for obj in self.ObjectList: obj._Draw(dc, WorldToPixel, ScaleWorldToPixel, HTdc) class ColorOnlyMixin: """ Mixin class for objects that have just one color, rather than a fill color and line color """ def SetColor(self, Color): self.SetPen(Color,"Solid",1) self.SetBrush(Color,"Solid") SetFillColor = SetColor # Just to provide a consistant interface class LineOnlyMixin: """ Mixin class for objects that have just a line, rather than a fill color and line color """ def SetLineColor(self, LineColor): self.LineColor = LineColor self.SetPen(LineColor,self.LineStyle,self.LineWidth) SetColor = SetLineColor# so that it will do something reasonable def SetLineStyle(self, LineStyle): self.LineStyle = LineStyle self.SetPen(self.LineColor,LineStyle,self.LineWidth) def SetLineWidth(self, LineWidth): self.LineWidth = LineWidth self.SetPen(self.LineColor,self.LineStyle,LineWidth) class LineAndFillMixin(LineOnlyMixin): """ Mixin class for objects that have both a line and a fill color and style. """ def SetFillColor(self, FillColor): self.FillColor = FillColor self.SetBrush(FillColor, self.FillStyle) def SetFillStyle(self, FillStyle): self.FillStyle = FillStyle self.SetBrush(self.FillColor,FillStyle) def SetUpDraw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc): dc.SetPen(self.Pen) dc.SetBrush(self.Brush) if HTdc and self.HitAble: HTdc.SetPen(self.HitPen) HTdc.SetBrush(self.HitBrush) return ( WorldToPixel(self.XY), ScaleWorldToPixel(self.WH) ) class XYObjectMixin: """ This is a mixin class that provides some methods suitable for use with objects that have a single (x,y) coordinate pair. """ def Move(self, Delta ): """ Move(Delta): moves the object by delta, where delta is a (dx,dy) pair. Ideally a Numpy array of shape (2,) """ Delta = N.asarray(Delta, N.float) self.XY += Delta self.BoundingBox += Delta if self._Canvas: self._Canvas.BoundingBoxDirty = True def CalcBoundingBox(self): ## This may get overwritten in some subclasses self.BoundingBox = BBox.asBBox((self.XY, self.XY)) def SetPoint(self, xy): xy = N.array(xy, N.float) xy.shape = (2,) self.XY = xy self.CalcBoundingBox() if self._Canvas: self._Canvas.BoundingBoxDirty = True class PointsObjectMixin: """ This is a mixin class that provides some methods suitable for use with objects that have a set of (x,y) coordinate pairs. """ def Move(self, Delta): """ Move(Delta): moves the object by delta, where delta is an (dx, dy) pair. Ideally a Numpy array of shape (2,) """ Delta = N.asarray(Delta, N.float) Delta.shape = (2,) self.Points += Delta self.BoundingBox += Delta if self._Canvas: self._Canvas.BoundingBoxDirty = True def CalcBoundingBox(self): self.BoundingBox = BBox.fromPoints(self.Points) if self._Canvas: self._Canvas.BoundingBoxDirty = True def SetPoints(self, Points, copy = True): """ Sets the coordinates of the points of the object to Points (NX2 array). By default, a copy is made, if copy is set to False, a reference is used, iff Points is a NumPy array of Floats. This allows you to change some or all of the points without making any copies. For example: Points = Object.Points Points += (5,10) # shifts the points 5 in the x dir, and 10 in the y dir. Object.SetPoints(Points, False) # Sets the points to the same array as it was """ if copy: self.Points = N.array(Points, N.float) self.Points.shape = (-1,2) # Make sure it is a NX2 array, even if there is only one point else: self.Points = N.asarray(Points, N.float) self.CalcBoundingBox() class Polygon(PointsObjectMixin, LineAndFillMixin, DrawObject): """ The Polygon class takes a list of 2-tuples, or a NX2 NumPy array of point coordinates. so that Points[N][0] is the x-coordinate of point N and Points[N][1] is the y-coordinate or Points[N,0] is the x-coordinate of point N and Points[N,1] is the y-coordinate for arrays. The other parameters specify various properties of the Polygon, and should be self explanatory. """ def __init__(self, Points, LineColor = "Black", LineStyle = "Solid", LineWidth = 1, FillColor = None, FillStyle = "Solid", InForeground = False): DrawObject.__init__(self, InForeground) self.Points = N.array(Points ,N.float) # this DOES need to make a copy self.CalcBoundingBox() self.LineColor = LineColor self.LineStyle = LineStyle self.LineWidth = LineWidth self.FillColor = FillColor self.FillStyle = FillStyle self.HitLineWidth = max(LineWidth,self.MinHitLineWidth) self.SetPen(LineColor,LineStyle,LineWidth) self.SetBrush(FillColor,FillStyle) def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel = None, HTdc=None): Points = WorldToPixel(self.Points)#.tolist() dc.SetPen(self.Pen) dc.SetBrush(self.Brush) dc.DrawPolygon(Points) if HTdc and self.HitAble: HTdc.SetPen(self.HitPen) HTdc.SetBrush(self.HitBrush) HTdc.DrawPolygon(Points) class Line(PointsObjectMixin, LineOnlyMixin, DrawObject,): """ The Line class takes a list of 2-tuples, or a NX2 NumPy Float array of point coordinates. It will draw a straight line if there are two points, and a polyline if there are more than two. """ def __init__(self,Points, LineColor = "Black", LineStyle = "Solid", LineWidth = 1, InForeground = False): DrawObject.__init__(self, InForeground) self.Points = N.array(Points,N.float) self.CalcBoundingBox() self.LineColor = LineColor self.LineStyle = LineStyle self.LineWidth = LineWidth self.SetPen(LineColor,LineStyle,LineWidth) self.HitLineWidth = max(LineWidth,self.MinHitLineWidth) def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): Points = WorldToPixel(self.Points) dc.SetPen(self.Pen) dc.DrawLines(Points) if HTdc and self.HitAble: HTdc.SetPen(self.HitPen) HTdc.DrawLines(Points) class Spline(Line): def __init__(self, *args, **kwargs): Line.__init__(self, *args, **kwargs) def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): Points = WorldToPixel(self.Points) dc.SetPen(self.Pen) dc.DrawSpline(Points) if HTdc and self.HitAble: HTdc.SetPen(self.HitPen) HTdc.DrawSpline(Points) class Arrow(XYObjectMixin, LineOnlyMixin, DrawObject): """ Arrow class definition. API definition:: Arrow(XY, # coords of origin of arrow (x,y) Length, # length of arrow in pixels theta, # angle of arrow in degrees: zero is straight up # +angle is to the right LineColor = "Black", LineStyle = "Solid", LineWidth = 1, ArrowHeadSize = 4, # size of arrowhead in pixels ArrowHeadAngle = 45, # angle of arrow head in degrees InForeground = False): It will draw an arrow , starting at the point, (X,Y) pointing in direction, theta. """ def __init__(self, XY, Length, Direction, LineColor = "Black", LineStyle = "Solid", LineWidth = 2, # pixels ArrowHeadSize = 8, # pixels ArrowHeadAngle = 30, # degrees InForeground = False): DrawObject.__init__(self, InForeground) self.XY = N.array(XY, N.float) self.XY.shape = (2,) # Make sure it is a length 2 vector self.Length = Length self.Direction = float(Direction) self.ArrowHeadSize = ArrowHeadSize self.ArrowHeadAngle = float(ArrowHeadAngle) self.CalcArrowPoints() self.CalcBoundingBox() self.LineColor = LineColor self.LineStyle = LineStyle self.LineWidth = LineWidth self.SetPen(LineColor,LineStyle,LineWidth) ##fixme: How should the HitTest be drawn? self.HitLineWidth = max(LineWidth,self.MinHitLineWidth) def SetDirection(self, Direction): self.Direction = float(Direction) self.CalcArrowPoints() def SetLength(self, Length): self.Length = Length self.CalcArrowPoints() def SetLengthDirection(self, Length, Direction): self.Direction = float(Direction) self.Length = Length self.CalcArrowPoints() ## def CalcArrowPoints(self): ## L = self.Length ## S = self.ArrowHeadSize ## phi = self.ArrowHeadAngle * N.pi / 360 ## theta = (self.Direction-90.0) * N.pi / 180 ## ArrowPoints = N.array( ( (0, L, L - S*N.cos(phi),L, L - S*N.cos(phi) ), ## (0, 0, S*N.sin(phi), 0, -S*N.sin(phi) ) ), ## N.float ) ## RotationMatrix = N.array( ( ( N.cos(theta), -N.sin(theta) ), ## ( N.sin(theta), N.cos(theta) ) ), ## N.float ## ) ## ArrowPoints = N.matrixmultiply(RotationMatrix, ArrowPoints) ## self.ArrowPoints = N.transpose(ArrowPoints) def CalcArrowPoints(self): L = self.Length S = self.ArrowHeadSize phi = self.ArrowHeadAngle * N.pi / 360 theta = (270 - self.Direction) * N.pi / 180 AP = N.array( ( (0,0), (0,0), (N.cos(theta - phi), -N.sin(theta - phi) ), (0,0), (N.cos(theta + phi), -N.sin(theta + phi) ), ), N.float ) AP *= S shift = (-L*N.cos(theta), L*N.sin(theta) ) AP[1:,:] += shift self.ArrowPoints = AP def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): dc.SetPen(self.Pen) xy = WorldToPixel(self.XY) ArrowPoints = xy + self.ArrowPoints dc.DrawLines(ArrowPoints) if HTdc and self.HitAble: HTdc.SetPen(self.HitPen) HTdc.DrawLines(ArrowPoints) class ArrowLine(PointsObjectMixin, LineOnlyMixin, DrawObject): """ ArrowLine class definition. API definition:: ArrowLine(Points, # coords of points LineColor = "Black", LineStyle = "Solid", LineWidth = 1, ArrowHeadSize = 4, # in pixels ArrowHeadAngle = 45, InForeground = False): It will draw a set of arrows from point to point. It takes a list of 2-tuples, or a NX2 NumPy Float array of point coordinates. """ def __init__(self, Points, LineColor = "Black", LineStyle = "Solid", LineWidth = 1, # pixels ArrowHeadSize = 8, # pixels ArrowHeadAngle = 30, # degrees InForeground = False): DrawObject.__init__(self, InForeground) self.Points = N.asarray(Points,N.float) self.Points.shape = (-1,2) # Make sure it is a NX2 array, even if there is only one point self.ArrowHeadSize = ArrowHeadSize self.ArrowHeadAngle = float(ArrowHeadAngle) self.CalcArrowPoints() self.CalcBoundingBox() self.LineColor = LineColor self.LineStyle = LineStyle self.LineWidth = LineWidth self.SetPen(LineColor,LineStyle,LineWidth) self.HitLineWidth = max(LineWidth,self.MinHitLineWidth) def CalcArrowPoints(self): S = self.ArrowHeadSize phi = self.ArrowHeadAngle * N.pi / 360 Points = self.Points n = Points.shape[0] self.ArrowPoints = N.zeros((n-1, 3, 2), N.float) for i in xrange(n-1): dx, dy = self.Points[i] - self.Points[i+1] theta = N.arctan2(dy, dx) AP = N.array( ( (N.cos(theta - phi), -N.sin(theta-phi)), (0,0), (N.cos(theta + phi), -N.sin(theta + phi)) ), N.float ) self.ArrowPoints[i,:,:] = AP self.ArrowPoints *= S def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): Points = WorldToPixel(self.Points) ArrowPoints = Points[1:,N.newaxis,:] + self.ArrowPoints dc.SetPen(self.Pen) dc.DrawLines(Points) for arrow in ArrowPoints: dc.DrawLines(arrow) if HTdc and self.HitAble: HTdc.SetPen(self.HitPen) HTdc.DrawLines(Points) for arrow in ArrowPoints: HTdc.DrawLines(arrow) class PointSet(PointsObjectMixin, ColorOnlyMixin, DrawObject): """ The PointSet class takes a list of 2-tuples, or a NX2 NumPy array of point coordinates. If Points is a sequence of tuples: Points[N][0] is the x-coordinate of point N and Points[N][1] is the y-coordinate. If Points is a NumPy array: Points[N,0] is the x-coordinate of point N and Points[N,1] is the y-coordinate for arrays. Each point will be drawn the same color and Diameter. The Diameter is in screen pixels, not world coordinates. The hit-test code does not distingish between the points, you will only know that one of the points got hit, not which one. You can use PointSet.FindClosestPoint(WorldPoint) to find out which one In the case of points, the HitLineWidth is used as diameter. """ def __init__(self, Points, Color = "Black", Diameter = 1, InForeground = False): DrawObject.__init__(self,InForeground) self.Points = N.array(Points,N.float) self.Points.shape = (-1,2) # Make sure it is a NX2 array, even if there is only one point self.CalcBoundingBox() self.Diameter = Diameter self.HitLineWidth = min(self.MinHitLineWidth, Diameter) self.SetColor(Color) def SetDiameter(self,Diameter): self.Diameter = Diameter def FindClosestPoint(self, XY): """ Returns the index of the closest point to the point, XY, given in World coordinates. It's essentially random which you get if there are more than one that are the same. This can be used to figure out which point got hit in a mouse binding callback, for instance. It's a lot faster that using a lot of separate points. """ d = self.Points - XY return N.argmin(N.hypot(d[:,0],d[:,1])) def DrawD2(self, dc, Points): # A Little optimization for a diameter2 - point dc.DrawPointList(Points) dc.DrawPointList(Points + (1,0)) dc.DrawPointList(Points + (0,1)) dc.DrawPointList(Points + (1,1)) def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): dc.SetPen(self.Pen) Points = WorldToPixel(self.Points) if self.Diameter <= 1: dc.DrawPointList(Points) elif self.Diameter <= 2: self.DrawD2(dc, Points) else: dc.SetBrush(self.Brush) radius = int(round(self.Diameter/2)) ##fixme: I really should add a DrawCircleList to wxPython if len(Points) > 100: xy = Points xywh = N.concatenate((xy-radius, N.ones(xy.shape) * self.Diameter ), 1 ) dc.DrawEllipseList(xywh) else: for xy in Points: dc.DrawCircle(xy[0],xy[1], radius) if HTdc and self.HitAble: HTdc.SetPen(self.HitPen) HTdc.SetBrush(self.HitBrush) if self.Diameter <= 1: HTdc.DrawPointList(Points) elif self.Diameter <= 2: self.DrawD2(HTdc, Points) else: if len(Points) > 100: xy = Points xywh = N.concatenate((xy-radius, N.ones(xy.shape) * self.Diameter ), 1 ) HTdc.DrawEllipseList(xywh) else: for xy in Points: HTdc.DrawCircle(xy[0],xy[1], radius) class Point(XYObjectMixin, ColorOnlyMixin, DrawObject): """ The Point class takes a 2-tuple, or a (2,) NumPy array of point coordinates. The Diameter is in screen points, not world coordinates, So the Bounding box is just the point, and doesn't include the Diameter. The HitLineWidth is used as diameter for the Hit Test. """ def __init__(self, XY, Color = "Black", Diameter = 1, InForeground = False): DrawObject.__init__(self, InForeground) self.XY = N.array(XY, N.float) self.XY.shape = (2,) # Make sure it is a length 2 vector self.CalcBoundingBox() self.SetColor(Color) self.Diameter = Diameter self.HitLineWidth = self.MinHitLineWidth def SetDiameter(self,Diameter): self.Diameter = Diameter def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): dc.SetPen(self.Pen) xy = WorldToPixel(self.XY) if self.Diameter <= 1: dc.DrawPoint(xy[0], xy[1]) else: dc.SetBrush(self.Brush) radius = int(round(self.Diameter/2)) dc.DrawCircle(xy[0],xy[1], radius) if HTdc and self.HitAble: HTdc.SetPen(self.HitPen) if self.Diameter <= 1: HTdc.DrawPoint(xy[0], xy[1]) else: HTdc.SetBrush(self.HitBrush) HTdc.DrawCircle(xy[0],xy[1], radius) class SquarePoint(XYObjectMixin, ColorOnlyMixin, DrawObject): """ The SquarePoint class takes a 2-tuple, or a (2,) NumPy array of point coordinates. It produces a square dot, centered on Point The Size is in screen points, not world coordinates, so the Bounding box is just the point, and doesn't include the Size. The HitLineWidth is used as diameter for the Hit Test. """ def __init__(self, Point, Color = "Black", Size = 4, InForeground = False): DrawObject.__init__(self, InForeground) self.XY = N.array(Point, N.float) self.XY.shape = (2,) # Make sure it is a length 2 vector self.CalcBoundingBox() self.SetColor(Color) self.Size = Size self.HitLineWidth = self.MinHitLineWidth def SetSize(self,Size): self.Size = Size def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): Size = self.Size dc.SetPen(self.Pen) xc,yc = WorldToPixel(self.XY) if self.Size <= 1: dc.DrawPoint(xc, yc) else: x = xc - Size/2.0 y = yc - Size/2.0 dc.SetBrush(self.Brush) dc.DrawRectangle(x, y, Size, Size) if HTdc and self.HitAble: HTdc.SetPen(self.HitPen) if self.Size <= 1: HTdc.DrawPoint(xc, xc) else: HTdc.SetBrush(self.HitBrush) HTdc.DrawRectangle(x, y, Size, Size) class RectEllipse(XYObjectMixin, LineAndFillMixin, DrawObject): def __init__(self, XY, WH, LineColor = "Black", LineStyle = "Solid", LineWidth = 1, FillColor = None, FillStyle = "Solid", InForeground = False): DrawObject.__init__(self,InForeground) self.SetShape(XY, WH) self.LineColor = LineColor self.LineStyle = LineStyle self.LineWidth = LineWidth self.FillColor = FillColor self.FillStyle = FillStyle self.HitLineWidth = max(LineWidth,self.MinHitLineWidth) # these define the behaviour when zooming makes the objects really small. self.MinSize = 1 self.DisappearWhenSmall = True self.SetPen(LineColor,LineStyle,LineWidth) self.SetBrush(FillColor,FillStyle) def SetShape(self, XY, WH): self.XY = N.array( XY, N.float) self.XY.shape = (2,) self.WH = N.array( WH, N.float) self.WH.shape = (2,) self.CalcBoundingBox() def CalcBoundingBox(self): # you need this in case Width or Height are negative corners = N.array((self.XY, (self.XY + self.WH) ), N.float) self.BoundingBox = BBox.fromPoints(corners) if self._Canvas: self._Canvas.BoundingBoxDirty = True class Rectangle(RectEllipse): def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): ( XY, WH ) = self.SetUpDraw(dc, WorldToPixel, ScaleWorldToPixel, HTdc) WH[N.abs(WH) < self.MinSize] = self.MinSize if not( self.DisappearWhenSmall and N.abs(WH).min() <= self.MinSize) : # don't try to draw it too tiny dc.DrawRectangle(XY, WH) if HTdc and self.HitAble: HTdc.DrawRectangle(XY, WH) class Ellipse(RectEllipse): def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): ( XY, WH ) = self.SetUpDraw(dc, WorldToPixel, ScaleWorldToPixel, HTdc) WH[N.abs(WH) < self.MinSize] = self.MinSize if not( self.DisappearWhenSmall and N.abs(WH).min() <= self.MinSize) : # don't try to draw it too tiny dc.DrawEllipse(XY, WH) if HTdc and self.HitAble: HTdc.DrawEllipse(XY, WH) class Circle(XYObjectMixin, LineAndFillMixin, DrawObject): def __init__(self, XY, Diameter, LineColor = "Black", LineStyle = "Solid", LineWidth = 1, FillColor = None, FillStyle = "Solid", InForeground = False): DrawObject.__init__(self, InForeground) self.XY = N.array(XY, N.float) self.WH = N.array((Diameter/2, Diameter/2), N.float) # just to keep it compatible with others self.CalcBoundingBox() self.LineColor = LineColor self.LineStyle = LineStyle self.LineWidth = LineWidth self.FillColor = FillColor self.FillStyle = FillStyle self.HitLineWidth = max(LineWidth,self.MinHitLineWidth) # these define the behaviour when zooming makes the objects really small. self.MinSize = 1 self.DisappearWhenSmall = True self.SetPen(LineColor,LineStyle,LineWidth) self.SetBrush(FillColor,FillStyle) def SetDiameter(self, Diameter): self.WH = N.array((Diameter/2, Diameter/2), N.float) # just to keep it compatible with others def CalcBoundingBox(self): # you need this in case Width or Height are negative self.BoundingBox = BBox.fromPoints( (self.XY+self.WH, self.XY-self.WH) ) if self._Canvas: self._Canvas.BoundingBoxDirty = True def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): ( XY, WH ) = self.SetUpDraw(dc, WorldToPixel, ScaleWorldToPixel, HTdc) WH[N.abs(WH) < self.MinSize] = self.MinSize if not( self.DisappearWhenSmall and N.abs(WH).min() <= self.MinSize) : # don't try to draw it too tiny dc.DrawCircle(XY, WH[0]) if HTdc and self.HitAble: HTdc.DrawCircle(XY, WH[0]) class TextObjectMixin(XYObjectMixin): """ A mix in class that holds attributes and methods that are needed by the Text objects """ ## I'm caching fonts, because on GTK, getting a new font can take a ## while. However, it gets cleared after every full draw as hanging ## on to a bunch of large fonts takes a massive amount of memory. FontList = {} LayoutFontSize = 16 # font size used for calculating layout def SetFont(self, Size, Family, Style, Weight, Underlined, FaceName): self.Font = self.FontList.setdefault( (Size, Family, Style, Weight, Underlined, FaceName), #wx.FontFromPixelSize((0.45*Size,Size), # this seemed to give a decent height/width ratio on Windows wx.Font(Size, Family, Style, Weight, Underlined, FaceName) ) def SetColor(self, Color): self.Color = Color def SetBackgroundColor(self, BackgroundColor): self.BackgroundColor = BackgroundColor def SetText(self, String): """ Re-sets the text displayed by the object In the case of the ScaledTextBox, it will re-do the layout as appropriate Note: only tested with the ScaledTextBox """ self.String = String self.LayoutText() def LayoutText(self): """ A dummy method to re-do the layout of the text. A derived object needs to override this if required. """ pass ## store the function that shift the coords for drawing text. The ## "c" parameter is the correction for world coordinates, rather ## than pixel coords as the y axis is reversed ## pad is the extra space around the text ## if world = 1, the vertical shift is done in y-up coordinates ShiftFunDict = {'tl': lambda x, y, w, h, world=0, pad=0: (x + pad, y + pad - 2*world*pad), 'tc': lambda x, y, w, h, world=0, pad=0: (x - w/2, y + pad - 2*world*pad), 'tr': lambda x, y, w, h, world=0, pad=0: (x - w - pad, y + pad - 2*world*pad), 'cl': lambda x, y, w, h, world=0, pad=0: (x + pad, y - h/2 + world*h), 'cc': lambda x, y, w, h, world=0, pad=0: (x - w/2, y - h/2 + world*h), 'cr': lambda x, y, w, h, world=0, pad=0: (x - w - pad, y - h/2 + world*h), 'bl': lambda x, y, w, h, world=0, pad=0: (x + pad, y - h + 2*world*h - pad + world*2*pad) , 'bc': lambda x, y, w, h, world=0, pad=0: (x - w/2, y - h + 2*world*h - pad + world*2*pad) , 'br': lambda x, y, w, h, world=0, pad=0: (x - w - pad, y - h + 2*world*h - pad + world*2*pad)} class Text(TextObjectMixin, DrawObject, ): """ This class creates a text object, placed at the coordinates, x,y. the "Position" argument is a two charactor string, indicating where in relation to the coordinates the string should be oriented. The first letter is: t, c, or b, for top, center and bottom The second letter is: l, c, or r, for left, center and right The position refers to the position relative to the text itself. It defaults to "tl" (top left). Size is the size of the font in pixels, or in points for printing (if it ever gets implimented). Those will be the same, If you assume 72 PPI. * Family: Font family, a generic way of referring to fonts without specifying actual facename. One of: * wx.DEFAULT: Chooses a default font. * wx.DECORATI: A decorative font. * wx.ROMAN: A formal, serif font. * wx.SCRIPT: A handwriting font. * wx.SWISS: A sans-serif font. * wx.MODERN: A fixed pitch font. .. note:: these are only as good as the wxWindows defaults, which aren't so good. * Style: One of wx.NORMAL, wx.SLANT and wx.ITALIC. * Weight: One of wx.NORMAL, wx.LIGHT and wx.BOLD. * Underlined: The value can be True or False. At present this may have an an effect on Windows only. Alternatively, you can set the kw arg: Font, to a wx.Font, and the above will be ignored. The size is fixed, and does not scale with the drawing. The hit-test is done on the entire text extent """ def __init__(self,String, xy, Size = 14, Color = "Black", BackgroundColor = None, Family = wx.MODERN, Style = wx.NORMAL, Weight = wx.NORMAL, Underlined = False, Position = 'tl', InForeground = False, Font = None): DrawObject.__init__(self,InForeground) self.String = String # Input size in in Pixels, compute points size from FontScaleinfo. # fixme: for printing, we'll have to do something a little different self.Size = Size * FontScale self.Color = Color self.BackgroundColor = BackgroundColor if not Font: FaceName = '' else: FaceName = Font.GetFaceName() Family = Font.GetFamily() Size = Font.GetPointSize() Style = Font.GetStyle() Underlined = Font.GetUnderlined() Weight = Font.GetWeight() self.SetFont(Size, Family, Style, Weight, Underlined, FaceName) self.BoundingBox = BBox.asBBox((xy, xy)) self.XY = N.asarray(xy) self.XY.shape = (2,) (self.TextWidth, self.TextHeight) = (None, None) self.ShiftFun = self.ShiftFunDict[Position] def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): XY = WorldToPixel(self.XY) dc.SetFont(self.Font) dc.SetTextForeground(self.Color) if self.BackgroundColor: dc.SetBackgroundMode(wx.SOLID) dc.SetTextBackground(self.BackgroundColor) else: dc.SetBackgroundMode(wx.TRANSPARENT) if self.TextWidth is None or self.TextHeight is None: (self.TextWidth, self.TextHeight) = dc.GetTextExtent(self.String) XY = self.ShiftFun(XY[0], XY[1], self.TextWidth, self.TextHeight) dc.DrawText(self.String, XY) if HTdc and self.HitAble: HTdc.SetPen(self.HitPen) HTdc.SetBrush(self.HitBrush) HTdc.DrawRectangle(XY, (self.TextWidth, self.TextHeight) ) class ScaledText(TextObjectMixin, DrawObject, ): ##fixme: this can be depricated and jsut use ScaledTextBox with different defaults. """ This class creates a text object that is scaled when zoomed. It is placed at the coordinates, x,y. the "Position" argument is a two charactor string, indicating where in relation to the coordinates the string should be oriented. The first letter is: t, c, or b, for top, center and bottom The second letter is: l, c, or r, for left, center and right The position refers to the position relative to the text itself. It defaults to "tl" (top left). Size is the size of the font in world coordinates. * Family: Font family, a generic way of referring to fonts without specifying actual facename. One of: * wx.DEFAULT: Chooses a default font. * wx.DECORATI: A decorative font. * wx.ROMAN: A formal, serif font. * wx.SCRIPT: A handwriting font. * wx.SWISS: A sans-serif font. * wx.MODERN: A fixed pitch font. .. note:: these are only as good as the wxWindows defaults, which aren't so good. * Style: One of wx.NORMAL, wx.SLANT and wx.ITALIC. * Weight: One of wx.NORMAL, wx.LIGHT and wx.BOLD. * Underlined: The value can be True or False. At present this may have an an effect on Windows only. Alternatively, you can set the kw arg: Font, to a wx.Font, and the above will be ignored. The size of the font you specify will be ignored, but the rest of its attributes will be preserved. The size will scale as the drawing is zoomed. Bugs/Limitations: As fonts are scaled, the do end up a little different, so you don't get exactly the same picture as you scale up and doen, but it's pretty darn close. On wxGTK1 on my Linux system, at least, using a font of over about 3000 pts. brings the system to a halt. It's the Font Server using huge amounts of memory. My work around is to max the font size to 3000 points, so it won't scale past there. GTK2 uses smarter font drawing, so that may not be an issue in future versions, so feel free to test. Another smarter way to do it would be to set a global zoom limit at that point. The hit-test is done on the entire text extent. This could be made optional, but I haven't gotten around to it. """ def __init__(self, String, XY, Size, Color = "Black", BackgroundColor = None, Family = wx.MODERN, Style = wx.NORMAL, Weight = wx.NORMAL, Underlined = False, Position = 'tl', Font = None, InForeground = False): DrawObject.__init__(self,InForeground) self.String = String self.XY = N.array( XY, N.float) self.XY.shape = (2,) self.Size = Size self.Color = Color self.BackgroundColor = BackgroundColor self.Family = Family self.Style = Style self.Weight = Weight self.Underlined = Underlined if not Font: self.FaceName = '' else: self.FaceName = Font.GetFaceName() self.Family = Font.GetFamily() self.Style = Font.GetStyle() self.Underlined = Font.GetUnderlined() self.Weight = Font.GetWeight() # Experimental max font size value on wxGTK2: this works OK on # my system. If it's a lot larger, there is a crash, with the # message: # # The application 'FloatCanvasDemo.py' lost its # connection to the display :0.0; most likely the X server was # shut down or you killed/destroyed the application. # # Windows and OS-X seem to be better behaved in this regard. # They may not draw it, but they don't crash either! self.MaxFontSize = 1000 self.MinFontSize = 1 # this can be changed to set a minimum size self.DisappearWhenSmall = True self.ShiftFun = self.ShiftFunDict[Position] self.CalcBoundingBox() def LayoutText(self): # This will be called when the text is re-set # nothing much to be done here self.CalcBoundingBox() def CalcBoundingBox(self): ## this isn't exact, as fonts don't scale exactly. dc = wx.MemoryDC() bitmap = wx.Bitmap(1, 1) dc.SelectObject(bitmap) #wxMac needs a Bitmap selected for GetTextExtent to work. DrawingSize = 40 # pts This effectively determines the resolution that the BB is computed to. ScaleFactor = float(self.Size) / DrawingSize self.SetFont(DrawingSize, self.Family, self.Style, self.Weight, self.Underlined, self.FaceName) dc.SetFont(self.Font) (w,h) = dc.GetTextExtent(self.String) w = w * ScaleFactor h = h * ScaleFactor x, y = self.ShiftFun(self.XY[0], self.XY[1], w, h, world = 1) self.BoundingBox = BBox.asBBox(((x, y-h ),(x + w, y))) def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): (X,Y) = WorldToPixel( (self.XY) ) # compute the font size: Size = abs( ScaleWorldToPixel( (self.Size, self.Size) )[1] ) # only need a y coordinate length ## Check to see if the font size is large enough to blow up the X font server ## If so, limit it. Would it be better just to not draw it? ## note that this limit is dependent on how much memory you have, etc. Size = min(Size, self.MaxFontSize) Size = max(Size, self.MinFontSize) # smallest size you want - default to 0 # Draw the Text if not( self.DisappearWhenSmall and Size <= self.MinFontSize) : # don't try to draw a zero sized font! self.SetFont(Size, self.Family, self.Style, self.Weight, self.Underlined, self.FaceName) dc.SetFont(self.Font) dc.SetTextForeground(self.Color) if self.BackgroundColor: dc.SetBackgroundMode(wx.SOLID) dc.SetTextBackground(self.BackgroundColor) else: dc.SetBackgroundMode(wx.TRANSPARENT) (w,h) = dc.GetTextExtent(self.String) # compute the shift, and adjust the coordinates, if neccesary # This had to be put in here, because it changes with Zoom, as # fonts don't scale exactly. xy = self.ShiftFun(X, Y, w, h) dc.DrawText(self.String, xy) if HTdc and self.HitAble: HTdc.SetPen(self.HitPen) HTdc.SetBrush(self.HitBrush) HTdc.DrawRectangle(xy, (w, h)) class ScaledTextBox(TextObjectMixin, DrawObject): """ This class creates a TextBox object that is scaled when zoomed. It is placed at the coordinates, x,y. If the Width parameter is defined, the text will be wrapped to the width given. A Box can be drawn around the text, be specifying: LineWidth and/or FillColor A space(margin) can be put all the way around the text, be specifying: the PadSize argument in world coordinates. The spacing between lines can be adjusted with the: LineSpacing argument. The "Position" argument is a two character string, indicating where in relation to the coordinates the Box should be oriented. -The first letter is: t, c, or b, for top, center and bottom. -The second letter is: l, c, or r, for left, center and right The position refers to the position relative to the text itself. It defaults to "tl" (top left). Size is the size of the font in world coordinates. * Family: Font family, a generic way of referring to fonts without specifying actual facename. One of: * wx.DEFAULT: Chooses a default font. * wx.DECORATI: A decorative font. * wx.ROMAN: A formal, serif font. * wx.SCRIPT: A handwriting font. * wx.SWISS: A sans-serif font. * wx.MODERN: A fixed pitch font. .. note:: these are only as good as the wxWindows defaults, which aren't so good. * Style: One of wx.NORMAL, wx.SLANT and wx.ITALIC. * Weight: One of wx.NORMAL, wx.LIGHT and wx.BOLD. * Underlined: The value can be True or False. At present this may have an an effect on Windows only. Alternatively, you can set the kw arg: Font, to a wx.Font, and the above will be ignored. The size of the font you specify will be ignored, but the rest of its attributes will be preserved. The size will scale as the drawing is zoomed. Bugs/Limitations: As fonts are scaled, they do end up a little different, so you don't get exactly the same picture as you scale up and down, but it's pretty darn close. On wxGTK1 on my Linux system, at least, using a font of over about 1000 pts. brings the system to a halt. It's the Font Server using huge amounts of memory. My work around is to max the font size to 1000 points, so it won't scale past there. GTK2 uses smarter font drawing, so that may not be an issue in future versions, so feel free to test. Another smarter way to do it would be to set a global zoom limit at that point. The hit-test is done on the entire box. This could be made optional, but I haven't gotten around to it. """ def __init__(self, String, Point, Size, Color = "Black", BackgroundColor = None, LineColor = 'Black', LineStyle = 'Solid', LineWidth = 1, Width = None, PadSize = None, Family = wx.MODERN, Style = wx.NORMAL, Weight = wx.NORMAL, Underlined = False, Position = 'tl', Alignment = "left", Font = None, LineSpacing = 1.0, InForeground = False): DrawObject.__init__(self,InForeground) self.XY = N.array(Point, N.float) self.Size = Size self.Color = Color self.BackgroundColor = BackgroundColor self.LineColor = LineColor self.LineStyle = LineStyle self.LineWidth = LineWidth self.Width = Width if PadSize is None: # the default is just a little bit of padding self.PadSize = Size/10.0 else: self.PadSize = float(PadSize) self.Family = Family self.Style = Style self.Weight = Weight self.Underlined = Underlined self.Alignment = Alignment.lower() self.LineSpacing = float(LineSpacing) self.Position = Position if not Font: self.FaceName = '' else: self.FaceName = Font.GetFaceName() self.Family = Font.GetFamily() self.Style = Font.GetStyle() self.Underlined = Font.GetUnderlined() self.Weight = Font.GetWeight() # Experimental max font size value on wxGTK2: this works OK on # my system. If it's a lot larger, there is a crash, with the # message: # # The application 'FloatCanvasDemo.py' lost its # connection to the display :0.0; most likely the X server was # shut down or you killed/destroyed the application. # # Windows and OS-X seem to be better behaved in this regard. # They may not draw it, but they don't crash either! self.MaxFontSize = 1000 self.MinFontSize = 1 # this can be changed to set a larger minimum size self.DisappearWhenSmall = True self.ShiftFun = self.ShiftFunDict[Position] self.String = String self.LayoutText() self.CalcBoundingBox() self.SetPen(LineColor,LineStyle,LineWidth) self.SetBrush(BackgroundColor, "Solid") def WrapToWidth(self): dc = wx.MemoryDC() bitmap = wx.Bitmap(1, 1) dc.SelectObject(bitmap) #wxMac needs a Bitmap selected for GetTextExtent to work. DrawingSize = self.LayoutFontSize # pts This effectively determines the resolution that the BB is computed to. ScaleFactor = float(self.Size) / DrawingSize Width = (self.Width - 2*self.PadSize) / ScaleFactor #Width to wrap to self.SetFont(DrawingSize, self.Family, self.Style, self.Weight, self.Underlined, self.FaceName) dc.SetFont(self.Font) NewStrings = [] for s in self.Strings: #beginning = True text = s.split(" ") text.reverse() LineLength = 0 NewText = text[-1] del text[-1] while text: w = dc.GetTextExtent(' ' + text[-1])[0] if LineLength + w <= Width: NewText += ' ' NewText += text[-1] LineLength = dc.GetTextExtent(NewText)[0] else: NewStrings.append(NewText) NewText = text[-1] LineLength = dc.GetTextExtent(text[-1])[0] del text[-1] NewStrings.append(NewText) self.Strings = NewStrings def ReWrap(self, Width): self.Width = Width self.LayoutText() def LayoutText(self): """ Calculates the positions of the words of text. This isn't exact, as fonts don't scale exactly. To help this, the position of each individual word is stored separately, so that the general layout stays the same in world coordinates, as the fonts scale. """ self.Strings = self.String.split("\n") if self.Width: self.WrapToWidth() dc = wx.MemoryDC() bitmap = wx.Bitmap(1, 1) dc.SelectObject(bitmap) #wxMac needs a Bitmap selected for GetTextExtent to work. DrawingSize = self.LayoutFontSize # pts This effectively determines the resolution that the BB is computed to. ScaleFactor = float(self.Size) / DrawingSize self.SetFont(DrawingSize, self.Family, self.Style, self.Weight, self.Underlined, self.FaceName) dc.SetFont(self.Font) TextHeight = dc.GetTextExtent("X")[1] SpaceWidth = dc.GetTextExtent(" ")[0] LineHeight = TextHeight * self.LineSpacing LineWidths = N.zeros((len(self.Strings),), N.float) y = 0 Words = [] AllLinePoints = [] for i, s in enumerate(self.Strings): LineWidths[i] = 0 LineWords = s.split(" ") LinePoints = N.zeros((len(LineWords),2), N.float) for j, word in enumerate(LineWords): if j > 0: LineWidths[i] += SpaceWidth Words.append(word) LinePoints[j] = (LineWidths[i], y) w = dc.GetTextExtent(word)[0] LineWidths[i] += w y -= LineHeight AllLinePoints.append(LinePoints) TextWidth = N.maximum.reduce(LineWidths) self.Words = Words if self.Width is None: BoxWidth = TextWidth * ScaleFactor + 2*self.PadSize else: # use the defined Width BoxWidth = self.Width Points = N.zeros((0,2), N.float) for i, LinePoints in enumerate(AllLinePoints): ## Scale to World Coords. LinePoints *= (ScaleFactor, ScaleFactor) if self.Alignment == 'left': LinePoints[:,0] += self.PadSize elif self.Alignment == 'center': LinePoints[:,0] += (BoxWidth - LineWidths[i]*ScaleFactor)/2.0 elif self.Alignment == 'right': LinePoints[:,0] += (BoxWidth - LineWidths[i]*ScaleFactor-self.PadSize) Points = N.concatenate((Points, LinePoints)) BoxHeight = -(Points[-1,1] - (TextHeight * ScaleFactor)) + 2*self.PadSize #(x,y) = self.ShiftFun(self.XY[0], self.XY[1], BoxWidth, BoxHeight, world=1) Points += (0, -self.PadSize) self.Points = Points self.BoxWidth = BoxWidth self.BoxHeight = BoxHeight self.CalcBoundingBox() def CalcBoundingBox(self): """ Calculates the Bounding Box """ w, h = self.BoxWidth, self.BoxHeight x, y = self.ShiftFun(self.XY[0], self.XY[1], w, h, world=1) self.BoundingBox = BBox.asBBox(((x, y-h ),(x + w, y))) def GetBoxRect(self): wh = (self.BoxWidth, self.BoxHeight) xy = (self.BoundingBox[0,0], self.BoundingBox[1,1]) return (xy, wh) def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): xy, wh = self.GetBoxRect() Points = self.Points + xy Points = WorldToPixel(Points) xy = WorldToPixel(xy) wh = ScaleWorldToPixel(wh) * (1,-1) # compute the font size: Size = abs( ScaleWorldToPixel( (self.Size, self.Size) )[1] ) # only need a y coordinate length ## Check to see if the font size is large enough to blow up the X font server ## If so, limit it. Would it be better just to not draw it? ## note that this limit is dependent on how much memory you have, etc. Size = min(Size, self.MaxFontSize) Size = max(Size, self.MinFontSize) # smallest size you want - default to 1 # Draw The Box if (self.LineStyle and self.LineColor) or self.BackgroundColor: dc.SetBrush(self.Brush) dc.SetPen(self.Pen) dc.DrawRectangle(xy , wh) # Draw the Text if not( self.DisappearWhenSmall and Size <= self.MinFontSize) : # don't try to draw a zero sized font! self.SetFont(Size, self.Family, self.Style, self.Weight, self.Underlined, self.FaceName) dc.SetFont(self.Font) dc.SetTextForeground(self.Color) dc.SetBackgroundMode(wx.TRANSPARENT) dc.DrawTextList(self.Words, Points) # Draw the hit box. if HTdc and self.HitAble: HTdc.SetPen(self.HitPen) HTdc.SetBrush(self.HitBrush) HTdc.DrawRectangle(xy, wh) class Bitmap(TextObjectMixin, DrawObject, ): """ This class creates a bitmap object, placed at the coordinates, x,y. the "Position" argument is a two charactor string, indicating where in relation to the coordinates the bitmap should be oriented. The first letter is: t, c, or b, for top, center and bottom The second letter is: l, c, or r, for left, center and right The position refers to the position relative to the text itself. It defaults to "tl" (top left). The size is fixed, and does not scale with the drawing. """ def __init__(self,Bitmap,XY, Position = 'tl', InForeground = False): DrawObject.__init__(self,InForeground) if type(Bitmap) == wx.Bitmap: self.Bitmap = Bitmap elif type(Bitmap) == wx.Image: self.Bitmap = wx.Bitmap(Bitmap) # Note the BB is just the point, as the size in World coordinates is not fixed self.BoundingBox = BBox.asBBox( (XY,XY) ) self.XY = XY (self.Width, self.Height) = self.Bitmap.GetWidth(), self.Bitmap.GetHeight() self.ShiftFun = self.ShiftFunDict[Position] def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): XY = WorldToPixel(self.XY) XY = self.ShiftFun(XY[0], XY[1], self.Width, self.Height) dc.DrawBitmap(self.Bitmap, XY, True) if HTdc and self.HitAble: HTdc.SetPen(self.HitPen) HTdc.SetBrush(self.HitBrush) HTdc.DrawRectangle(XY, (self.Width, self.Height) ) class ScaledBitmap(TextObjectMixin, DrawObject, ): """ This class creates a bitmap object, placed at the coordinates, XY, of Height, H, in World coordinates. The width is calculated from the aspect ratio of the bitmap. the "Position" argument is a two character string, indicating where in relation to the coordinates the bitmap should be oriented. The first letter is: t, c, or b, for top, center and bottom The second letter is: l, c, or r, for left, center and right The position refers to the position relative to the text itself. It defaults to "tl" (top left). The size scales with the drawing """ def __init__(self, Bitmap, XY, Height, Position = 'tl', InForeground = False): DrawObject.__init__(self,InForeground) if type(Bitmap) == wx.Bitmap: self.Image = Bitmap.ConvertToImage() elif type(Bitmap) == wx.Image: self.Image = Bitmap self.XY = XY self.Height = Height (self.bmpWidth, self.bmpHeight) = self.Image.GetWidth(), self.Image.GetHeight() self.Width = self.bmpWidth / self.bmpHeight * Height self.ShiftFun = self.ShiftFunDict[Position] self.CalcBoundingBox() self.ScaledBitmap = None self.ScaledHeight = None def CalcBoundingBox(self): ## this isn't exact, as fonts don't scale exactly. w, h = self.Width, self.Height x, y = self.ShiftFun(self.XY[0], self.XY[1], w, h, world = 1) self.BoundingBox = BBox.asBBox( ( (x, y-h ), (x + w, y) ) ) def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): XY = WorldToPixel(self.XY) H = ScaleWorldToPixel(self.Height)[0] W = H * (self.bmpWidth / self.bmpHeight) if (self.ScaledBitmap is None) or (H <> self.ScaledHeight) : self.ScaledHeight = H Img = self.Image.Scale(W, H) self.ScaledBitmap = wx.Bitmap(Img) XY = self.ShiftFun(XY[0], XY[1], W, H) dc.DrawBitmap(self.ScaledBitmap, XY, True) if HTdc and self.HitAble: HTdc.SetPen(self.HitPen) HTdc.SetBrush(self.HitBrush) HTdc.DrawRectangle(XY, (W, H) ) class ScaledBitmap2(TextObjectMixin, DrawObject, ): """ An alternative scaled bitmap that only scaled the required amount of the main bitmap when zoomed in: EXPERIMENTAL! """ def __init__(self, Bitmap, XY, Height, Width=None, Position = 'tl', InForeground = False): DrawObject.__init__(self,InForeground) if type(Bitmap) == wx._gdi.Bitmap: self.Image = Bitmap.ConvertToImage() elif type(Bitmap) == wx._core.Image: self.Image = Bitmap self.XY = N.array(XY, N.float) self.Height = Height (self.bmpWidth, self.bmpHeight) = self.Image.GetWidth(), self.Image.GetHeight() self.bmpWH = N.array((self.bmpWidth, self.bmpHeight), N.int32) ## fixme: this should all accommodate different scales for X and Y if Width is None: self.BmpScale = float(self.bmpHeight) / Height self.Width = self.bmpWidth / self.BmpScale self.WH = N.array((self.Width, Height), N.float) ##fixme: should this have a y = -1 to shift to y-up? self.BmpScale = self.bmpWH / self.WH #print "bmpWH:", self.bmpWH #print "Width, Height:", self.WH #print "self.BmpScale", self.BmpScale self.ShiftFun = self.ShiftFunDict[Position] self.CalcBoundingBox() self.ScaledBitmap = None # cache of the last existing scaled bitmap def CalcBoundingBox(self): ## this isn't exact, as fonts don't scale exactly. w,h = self.Width, self.Height x, y = self.ShiftFun(self.XY[0], self.XY[1], w, h, world = 1) self.BoundingBox = BBox.asBBox( ((x, y-h ), (x + w, y)) ) def WorldToBitmap(self, Pw): """ computes bitmap coords from World coords """ delta = Pw - self.XY Pb = delta * self.BmpScale Pb *= (1, -1) ##fixme: this may only works for Yup projection! ## and may only work for top left position return Pb.astype(N.int_) def _DrawEntireBitmap(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc): """ this is pretty much the old code Scales and Draws the entire bitmap. """ XY = WorldToPixel(self.XY) H = ScaleWorldToPixel(self.Height)[0] W = H * (self.bmpWidth / self.bmpHeight) if (self.ScaledBitmap is None) or (self.ScaledBitmap[0] != (0, 0, self.bmpWidth, self.bmpHeight, W, H) ): #if True: #fixme: (self.ScaledBitmap is None) or (H <> self.ScaledHeight) : self.ScaledHeight = H #print "Scaling to:", W, H Img = self.Image.Scale(W, H) bmp = wx.Bitmap(Img) self.ScaledBitmap = ((0, 0, self.bmpWidth, self.bmpHeight , W, H), bmp)# this defines the cached bitmap else: #print "Using Cached bitmap" bmp = self.ScaledBitmap[1] XY = self.ShiftFun(XY[0], XY[1], W, H) dc.DrawBitmapPoint(bmp, XY, True) if HTdc and self.HitAble: HTdc.SetPen(self.HitPen) HTdc.SetBrush(self.HitBrush) HTdc.DrawRectangle(XY, (W, H) ) def _DrawSubBitmap(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc): """ Subsets just the part of the bitmap that is visible then scales and draws that. """ BBworld = BBox.asBBox(self._Canvas.ViewPortBB) BBbitmap = BBox.fromPoints(self.WorldToBitmap(BBworld)) XYs = WorldToPixel(self.XY) # figure out subimage: # fixme: this should be able to be done more succinctly! if BBbitmap[0,0] < 0: Xb = 0 elif BBbitmap[0,0] > self.bmpWH[0]: # off the bitmap Xb = 0 else: Xb = BBbitmap[0,0] XYs[0] = 0 # draw at origin if BBbitmap[0,1] < 0: Yb = 0 elif BBbitmap[0,1] > self.bmpWH[1]: # off the bitmap Yb = 0 ShouldDraw = False else: Yb = BBbitmap[0,1] XYs[1] = 0 # draw at origin if BBbitmap[1,0] < 0: #off the screen -- This should never happen! Wb = 0 elif BBbitmap[1,0] > self.bmpWH[0]: Wb = self.bmpWH[0] - Xb else: Wb = BBbitmap[1,0] - Xb if BBbitmap[1,1] < 0: # off the screen -- This should never happen! Hb = 0 ShouldDraw = False elif BBbitmap[1,1] > self.bmpWH[1]: Hb = self.bmpWH[1] - Yb else: Hb = BBbitmap[1,1] - Yb FullHeight = ScaleWorldToPixel(self.Height)[0] scale = FullHeight / self.bmpWH[1] Ws = int(scale * Wb + 0.5) # add the 0.5 to round Hs = int(scale * Hb + 0.5) if (self.ScaledBitmap is None) or (self.ScaledBitmap[0] != (Xb, Yb, Wb, Hb, Ws, Ws) ): Img = self.Image.GetSubImage(wx.Rect(Xb, Yb, Wb, Hb)) print "rescaling with High quality" Img.Rescale(Ws, Hs, quality=wx.IMAGE_QUALITY_HIGH) bmp = wx.Bitmap(Img) self.ScaledBitmap = ((Xb, Yb, Wb, Hb, Ws, Ws), bmp)# this defines the cached bitmap #XY = self.ShiftFun(XY[0], XY[1], W, H) #fixme: get the shiftfun working! else: #print "Using cached bitmap" ##fixme: The cached bitmap could be used if the one needed is the same scale, but ## a subset of the cached one. bmp = self.ScaledBitmap[1] dc.DrawBitmapPoint(bmp, XYs, True) if HTdc and self.HitAble: HTdc.SetPen(self.HitPen) HTdc.SetBrush(self.HitBrush) HTdc.DrawRectangle(XYs, (Ws, Hs) ) def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): BBworld = BBox.asBBox(self._Canvas.ViewPortBB) ## first see if entire bitmap is displayed: if BBworld.Inside(self.BoundingBox): #print "Drawing entire bitmap with old code" self._DrawEntireBitmap(dc , WorldToPixel, ScaleWorldToPixel, HTdc) return None elif BBworld.Overlaps(self.BoundingBox): #BBbitmap = BBox.fromPoints(self.WorldToBitmap(BBworld)) #print "Drawing a sub-bitmap" self._DrawSubBitmap(dc , WorldToPixel, ScaleWorldToPixel, HTdc) else: #print "Not Drawing -- no part of image is showing" pass class DotGrid: """ An example of a Grid Object -- it is set on the FloatCanvas with one of: FloatCanvas.GridUnder = Grid FloatCanvas.GridOver = Grid It will be drawn every time, regardless of the viewport. In its _Draw method, it computes what to draw, given the ViewPortBB of the Canvas it's being drawn on. """ def __init__(self, Spacing, Size = 2, Color = "Black", Cross=False, CrossThickness = 1): self.Spacing = N.array(Spacing, N.float) self.Spacing.shape = (2,) self.Size = Size self.Color = Color self.Cross = Cross self.CrossThickness = CrossThickness def CalcPoints(self, Canvas): ViewPortBB = Canvas.ViewPortBB Spacing = self.Spacing minx, miny = N.floor(ViewPortBB[0] / Spacing) * Spacing maxx, maxy = N.ceil(ViewPortBB[1] / Spacing) * Spacing ##fixme: this could use vstack or something with numpy x = N.arange(minx, maxx+Spacing[0], Spacing[0]) # making sure to get the last point y = N.arange(miny, maxy+Spacing[1], Spacing[1]) # an extra is OK Points = N.zeros((len(y), len(x), 2), N.float) x.shape = (1,-1) y.shape = (-1,1) Points[:,:,0] += x Points[:,:,1] += y Points.shape = (-1,2) return Points def _Draw(self, dc, Canvas): Points = self.CalcPoints(Canvas) Points = Canvas.WorldToPixel(Points) dc.SetPen(wx.Pen(self.Color,self.CrossThickness)) if self.Cross: # Use cross shaped markers #Horizontal lines LinePoints = N.concatenate((Points + (self.Size,0),Points + (-self.Size,0)),1) dc.DrawLineList(LinePoints) # Vertical Lines LinePoints = N.concatenate((Points + (0,self.Size),Points + (0,-self.Size)),1) dc.DrawLineList(LinePoints) pass else: # use dots ## Note: this code borrowed from Pointset -- it really shouldn't be repeated here!. if self.Size <= 1: dc.DrawPointList(Points) elif self.Size <= 2: dc.DrawPointList(Points + (0,-1)) dc.DrawPointList(Points + (0, 1)) dc.DrawPointList(Points + (1, 0)) dc.DrawPointList(Points + (-1,0)) else: dc.SetBrush(wx.Brush(self.Color)) radius = int(round(self.Size/2)) ##fixme: I really should add a DrawCircleList to wxPython if len(Points) > 100: xy = Points xywh = N.concatenate((xy-radius, N.ones(xy.shape) * self.Size ), 1 ) dc.DrawEllipseList(xywh) else: for xy in Points: dc.DrawCircle(xy[0],xy[1], radius) class Arc(XYObjectMixin, LineAndFillMixin, DrawObject): def __init__(self, StartXY, EndXY, CenterXY, LineColor = "Black", LineStyle = "Solid", LineWidth = 1, FillColor = None, FillStyle = "Solid", InForeground = False): """ Draws an arc of a circle, centered on point CenterXY, from the first point (StartXY) to the second (EndXY). The arc is drawn in an anticlockwise direction from the start point to the end point. Parameters: StartXY : start point EndXY : end point CenterXY: center point LineColor = "Black", LineStyle = "Solid", LineWidth = 1, FillColor = None, FillStyle = "Solid", InForeground = False): """ DrawObject.__init__(self, InForeground) # There is probably a more elegant way to do this next section # The bounding box just gets set to the WH of a circle, with center at CenterXY # This is suitable for a pie chart as it will be a circle anyway radius = N.sqrt( (StartXY[0]-CenterXY[0])**2 + (StartXY[1]-CenterXY[1])**2 ) minX = CenterXY[0]-radius minY = CenterXY[1]-radius maxX = CenterXY[0]+radius maxY = CenterXY[1]+radius XY = [minX,minY] WH = [maxX-minX,maxY-minY] self.XY = N.asarray( XY, N.float).reshape((2,)) self.WH = N.asarray( WH, N.float).reshape((2,)) self.StartXY = N.asarray(StartXY, N.float).reshape((2,)) self.CenterXY = N.asarray(CenterXY, N.float).reshape((2,)) self.EndXY = N.asarray(EndXY, N.float).reshape((2,)) #self.BoundingBox = array((self.XY, (self.XY + self.WH)), Float) self.CalcBoundingBox() #Finish the setup; allocate color,style etc. self.LineColor = LineColor self.LineStyle = LineStyle self.LineWidth = LineWidth self.FillColor = FillColor self.FillStyle = FillStyle self.HitLineWidth = max(LineWidth,self.MinHitLineWidth) self.SetPen(LineColor, LineStyle, LineWidth) self.SetBrush(FillColor, FillStyle) #Why isn't this working ??? def Move(self, Delta ): """ Move(Delta): moves the object by delta, where delta is a (dx,dy) pair. Ideally a Numpy array of shape (2,) """ Delta = N.asarray(Delta, N.float) self.XY += Delta self.StartXY += Delta self.CenterXY += Delta self.EndXY += Delta self.BoundingBox += Delta if self._Canvas: self._Canvas.BoundingBoxDirty = True def _Draw(self, dc , WorldToPixel, ScaleWorldToPixel, HTdc=None): self.SetUpDraw(dc , WorldToPixel, ScaleWorldToPixel, HTdc) StartXY = WorldToPixel(self.StartXY) EndXY = WorldToPixel(self.EndXY) CenterXY = WorldToPixel(self.CenterXY) dc.DrawArc(StartXY, EndXY, CenterXY) if HTdc and self.HitAble: HTdc.DrawArc(StartXY, EndXY, CenterXY) def CalcBoundingBox(self): self.BoundingBox = BBox.asBBox( N.array((self.XY, (self.XY + self.WH) ), N.float) ) if self._Canvas: self._Canvas.BoundingBoxDirty = True #--------------------------------------------------------------------------- class FloatCanvas(wx.Panel): """ FloatCanvas.py This is a high level window for drawing maps and anything else in an arbitrary coordinate system. The goal is to provide a convenient way to draw stuff on the screen without having to deal with handling OnPaint events, converting to pixel coordinates, knowing about wxWindows brushes, pens, and colors, etc. It also provides virtually unlimited zooming and scrolling I am using it for two things: 1) general purpose drawing in floating point coordinates 2) displaying map data in Lat-long coordinates If the projection is set to None, it will draw in general purpose floating point coordinates. If the projection is set to 'FlatEarth', it will draw a FlatEarth projection, centered on the part of the map that you are viewing. You can also pass in your own projection function. It is double buffered, so re-draws after the window is uncovered by something else are very quick. It relies on NumPy, which is needed for speed (maybe, I havn't profiled it) Bugs and Limitations: Lots: patches, fixes welcome For Map drawing: It ignores the fact that the world is, in fact, a sphere, so it will do strange things if you are looking at stuff near the poles or the date line. so far I don't have a need to do that, so I havn't bothered to add any checks for that yet. Zooming: I have set no zoom limits. What this means is that if you zoom in really far, you can get integer overflows, and get wierd results. It doesn't seem to actually cause any problems other than wierd output, at least when I have run it. Speed: I have done a couple of things to improve speed in this app. The one thing I have done is used NumPy Arrays to store the coordinates of the points of the objects. This allowed me to use array oriented functions when doing transformations, and should provide some speed improvement for objects with a lot of points (big polygons, polylines, pointsets). The real slowdown comes when you have to draw a lot of objects, because you have to call the wx.DC.DrawSomething call each time. This is plenty fast for tens of objects, OK for hundreds of objects, but pretty darn slow for thousands of objects. The solution is to be able to pass some sort of object set to the DC directly. I've used DC.DrawPointList(Points), and it helped a lot with drawing lots of points. I havn't got a LineSet type object, so I havn't used DC.DrawLineList yet. I'd like to get a full set of DrawStuffList() methods implimented, and then I'd also have a full set of Object sets that could take advantage of them. I hope to get to it some day. Mouse Events: At this point, there are a full set of custom mouse events. They are just like the regular mouse events, but include an extra attribute: Event.GetCoords(), that returns the (x,y) position in world coordinates, as a length-2 NumPy vector of Floats. Copyright: Christopher Barker License: Same as the version of wxPython you are using it with Please let me know if you're using this!!! Contact me at: Chris.Barker@noaa.gov """ def __init__(self, parent, id = -1, size = wx.DefaultSize, ProjectionFun = None, BackgroundColor = "WHITE", Debug = False, **kwargs): wx.Panel.__init__( self, parent, id, wx.DefaultPosition, size, **kwargs) self.ComputeFontScale() self.InitAll() self.BackgroundBrush = wx.Brush(BackgroundColor,wx.SOLID) self.Debug = Debug self.Bind(wx.EVT_PAINT, self.OnPaint) self.Bind(wx.EVT_SIZE, self.OnSize) self.Bind(wx.EVT_LEFT_DOWN, self.LeftDownEvent) self.Bind(wx.EVT_LEFT_UP, self.LeftUpEvent) self.Bind(wx.EVT_LEFT_DCLICK, self.LeftDoubleClickEvent) self.Bind(wx.EVT_MIDDLE_DOWN, self.MiddleDownEvent) self.Bind(wx.EVT_MIDDLE_UP, self.MiddleUpEvent) self.Bind(wx.EVT_MIDDLE_DCLICK, self.MiddleDoubleClickEvent) self.Bind(wx.EVT_RIGHT_DOWN, self.RightDownEvent) self.Bind(wx.EVT_RIGHT_UP, self.RightUpEvent) self.Bind(wx.EVT_RIGHT_DCLICK, self.RightDoubleCLickEvent) self.Bind(wx.EVT_MOTION, self.MotionEvent) self.Bind(wx.EVT_MOUSEWHEEL, self.WheelEvent) self.Bind(wx.EVT_KEY_DOWN, self.KeyDownEvent) self.Bind(wx.EVT_KEY_UP, self.KeyUpEvent) ## CHB: I'm leaving these out for now. #self.Bind(wx.EVT_ENTER_WINDOW, self. ) #self.Bind(wx.EVT_LEAVE_WINDOW, self. ) self.SetProjectionFun(ProjectionFun) self.GUIMode = None # making sure the arrribute exists self.SetMode(GUIMode.GUIMouse()) # make the default Mouse Mode. # timer to give a delay when re-sizing so that buffers aren't re-built too many times. self.SizeTimer = wx.PyTimer(self.OnSizeTimer) # self.InitializePanel() # self.MakeNewBuffers() # self.CreateCursors() def ComputeFontScale(self): ## A global variable to hold the scaling from pixel size to point size. global FontScale dc = wx.ScreenDC() dc.SetFont(wx.Font(16, wx.ROMAN, wx.NORMAL, wx.NORMAL)) E = dc.GetTextExtent("X") FontScale = 16/E[1] del dc def InitAll(self): """ InitAll() sets everything in the Canvas to default state. It can be used to reset the Canvas """ self.HitColorGenerator = None self.UseHitTest = False self.NumBetweenBlits = 500 ## create the Hit Test Dicts: self.HitDict = None self._HTdc = None self._DrawList = [] self._ForeDrawList = [] self.InitializePanel() self.MakeNewBuffers() self.BoundingBox = BBox.NullBBox() self.BoundingBoxDirty = False self.MinScale = None self.MaxScale = None self.ViewPortCenter= N.array( (0,0), N.float) self.SetProjectionFun(None) self.MapProjectionVector = N.array( (1,1), N.float) # No Projection to start! self.TransformVector = N.array( (1,-1), N.float) # default Transformation self.Scale = 1 self.ObjectUnderMouse = None self.GridUnder = None self.GridOver = None self._BackgroundDirty = True def SetProjectionFun(self, ProjectionFun): if ProjectionFun == 'FlatEarth': self.ProjectionFun = self.FlatEarthProjection elif callable(ProjectionFun): self.ProjectionFun = ProjectionFun elif ProjectionFun is None: self.ProjectionFun = lambda x=None: N.array( (1,1), N.float) else: raise FloatCanvasError('Projectionfun must be either:' ' "FlatEarth", None, or a callable object ' '(function, for instance) that takes the ' 'ViewPortCenter and returns a MapProjectionVector') def FlatEarthProjection(self, CenterPoint): MaxLatitude = 75 # these were determined essentially arbitrarily MinLatitude = -75 Lat = min(CenterPoint[1],MaxLatitude) Lat = max(Lat,MinLatitude) return N.array((N.cos(N.pi*Lat/180),1),N.float) def SetMode(self, Mode): ''' Set the GUImode to any of the available mode. ''' # Set mode if self.GUIMode is not None: self.GUIMode.UnSet() # this lets the old mode clean up. Mode.Canvas = self # make sure the mode is linked to this canvas self.GUIMode = Mode self.SetCursor(self.GUIMode.Cursor) def MakeHitDict(self): ##fixme: Should this just be None if nothing has been bound? self.HitDict = {EVT_FC_LEFT_DOWN: {}, EVT_FC_LEFT_UP: {}, EVT_FC_LEFT_DCLICK: {}, EVT_FC_MIDDLE_DOWN: {}, EVT_FC_MIDDLE_UP: {}, EVT_FC_MIDDLE_DCLICK: {}, EVT_FC_RIGHT_DOWN: {}, EVT_FC_RIGHT_UP: {}, EVT_FC_RIGHT_DCLICK: {}, EVT_FC_ENTER_OBJECT: {}, EVT_FC_LEAVE_OBJECT: {}, } def _RaiseMouseEvent(self, Event, EventType): """ This is called in various other places to raise a Mouse Event """ pt = self.PixelToWorld( Event.GetPosition() ) evt = _MouseEvent(EventType, Event, self.GetId(), pt) self.GetEventHandler().ProcessEvent(evt) if wx.__version__ >= "2.8": HitTestBitmapDepth = 32 #print "Using hit test code for 2.8" def GetHitTestColor(self, xy): if self._ForegroundHTBitmap: pdata = wx.AlphaPixelData(self._ForegroundHTBitmap) else: pdata = wx.AlphaPixelData(self._HTBitmap) if not pdata: raise RuntimeError("Trouble Accessing Hit Test bitmap") pacc = pdata.GetPixels() pacc.MoveTo(pdata, xy[0], xy[1]) return pacc.Get()[:3] else: HitTestBitmapDepth = 24 #print "using pre-2.8 hit test code" def GetHitTestColor(self, xy ): dc = wx.MemoryDC() if self._ForegroundHTBitmap: dc.SelectObject(self._ForegroundHTBitmap) else: dc.SelectObject(self._HTBitmap) hitcolor = dc.GetPixelPoint( xy ) return hitcolor.Get() def UnBindAll(self): """ Removes all bindings to Objects """ self.HitDict = None def _CallHitCallback(self, Object, xy, HitEvent): """ a little book keeping to be done when a callback is called """ Object.HitCoords = self.PixelToWorld( xy ) Object.HitCoordsPixel = xy Object.CallBackFuncs[HitEvent](Object) def HitTest(self, event, HitEvent): if self.HitDict: # check if there are any objects in the dict for this event if self.HitDict[ HitEvent ]: xy = event.GetPosition() color = self.GetHitTestColor( xy ) if color in self.HitDict[ HitEvent ]: Object = self.HitDict[ HitEvent ][color] self._CallHitCallback(Object, xy, HitEvent) return True return False def MouseOverTest(self, event): ##fixme: Can this be cleaned up? if (self.HitDict and (self.HitDict[EVT_FC_ENTER_OBJECT ] or self.HitDict[EVT_FC_LEAVE_OBJECT ] ) ): xy = event.GetPosition() color = self.GetHitTestColor( xy ) OldObject = self.ObjectUnderMouse ObjectCallbackCalled = False if color in self.HitDict[ EVT_FC_ENTER_OBJECT ]: Object = self.HitDict[ EVT_FC_ENTER_OBJECT][color] if (OldObject is None): try: self._CallHitCallback(Object, xy, EVT_FC_ENTER_OBJECT) ObjectCallbackCalled = True except KeyError: pass # this means the enter event isn't bound for that object elif OldObject == Object: # the mouse is still on the same object pass ## Is the mouse on a different object as it was... elif not (Object == OldObject): # call the leave object callback try: self._CallHitCallback(OldObject, xy, EVT_FC_LEAVE_OBJECT) ObjectCallbackCalled = True except KeyError: pass # this means the leave event isn't bound for that object try: self._CallHitCallback(Object, xy, EVT_FC_ENTER_OBJECT) ObjectCallbackCalled = True except KeyError: pass # this means the enter event isn't bound for that object ## set the new object under mouse self.ObjectUnderMouse = Object elif color in self.HitDict[ EVT_FC_LEAVE_OBJECT ]: Object = self.HitDict[ EVT_FC_LEAVE_OBJECT][color] self.ObjectUnderMouse = Object else: # no objects under mouse bound to mouse-over events self.ObjectUnderMouse = None if OldObject: try: ## Add the hit coords to the Object self._CallHitCallback(OldObject, xy, EVT_FC_LEAVE_OBJECT) ObjectCallbackCalled = True except KeyError: pass # this means the leave event isn't bound for that object return ObjectCallbackCalled return False ## fixme: There is a lot of repeated code here ## Is there a better way? ## probably -- shouldn't there always be a GUIMode? ## there cvould be a null GUI Mode, and use that instead of None def LeftDoubleClickEvent(self, event): if self.GUIMode: self.GUIMode.OnLeftDouble(event) event.Skip() def MiddleDownEvent(self, event): if self.GUIMode: self.GUIMode.OnMiddleDown(event) event.Skip() def MiddleUpEvent(self, event): if self.GUIMode: self.GUIMode.OnMiddleUp(event) event.Skip() def MiddleDoubleClickEvent(self, event): if self.GUIMode: self.GUIMode.OnMiddleDouble(event) event.Skip() def RightDoubleCLickEvent(self, event): if self.GUIMode: self.GUIMode.OnRightDouble(event) event.Skip() def WheelEvent(self, event): if self.GUIMode: self.GUIMode.OnWheel(event) event.Skip() def LeftDownEvent(self, event): if self.GUIMode: self.GUIMode.OnLeftDown(event) event.Skip() def LeftUpEvent(self, event): if self.HasCapture(): self.ReleaseMouse() if self.GUIMode: self.GUIMode.OnLeftUp(event) event.Skip() def MotionEvent(self, event): if self.GUIMode: self.GUIMode.OnMove(event) event.Skip() def RightDownEvent(self, event): if self.GUIMode: self.GUIMode.OnRightDown(event) event.Skip() def RightUpEvent(self, event): if self.GUIMode: self.GUIMode.OnRightUp(event) event.Skip() def KeyDownEvent(self, event): if self.GUIMode: self.GUIMode.OnKeyDown(event) event.Skip() def KeyUpEvent(self, event): if self.GUIMode: self.GUIMode.OnKeyUp(event) event.Skip() def MakeNewBuffers(self): ##fixme: this looks like tortured logic! self._BackgroundDirty = True # Make new offscreen bitmap: self._Buffer = wx.Bitmap(*self.PanelSize) if self._ForeDrawList: self._ForegroundBuffer = wx.Bitmap(*self.PanelSize) if self.UseHitTest: self.MakeNewForegroundHTBitmap() else: self._ForegroundHTBitmap = None else: self._ForegroundBuffer = None self._ForegroundHTBitmap = None if self.UseHitTest: self.MakeNewHTBitmap() else: self._HTBitmap = None self._ForegroundHTBitmap = None def MakeNewHTBitmap(self): """ Off screen Bitmap used for Hit tests on background objects """ self._HTBitmap = wx.Bitmap(self.PanelSize[0], self.PanelSize[1], depth=self.HitTestBitmapDepth) def MakeNewForegroundHTBitmap(self): ## Note: the foreground and backround HT bitmaps are in separate functions ## so that they can be created separate --i.e. when a foreground is ## added after the backgound is drawn """ Off screen Bitmap used for Hit tests on foreground objects """ self._ForegroundHTBitmap = wx.Bitmap(self.PanelSize[0], self.PanelSize[1], depth=self.HitTestBitmapDepth) def OnSize(self, event=None): self.InitializePanel() self.SizeTimer.Start(50, oneShot=True) def OnSizeTimer(self, event=None): self.MakeNewBuffers() self.Draw() def InitializePanel(self): PanelSize = N.array(self.GetClientSize(), N.int32) self.PanelSize = N.maximum(PanelSize, (2,2)) ## OS-X sometimes gives a Size event when the panel is size (0,0) self.HalfPanelSize = self.PanelSize / 2 # lrk: added for speed in WorldToPixel self.AspectRatio = float(self.PanelSize[0]) / self.PanelSize[1] def OnPaint(self, event): dc = wx.PaintDC(self) if self._ForegroundBuffer: dc.DrawBitmap(self._ForegroundBuffer,0,0) else: dc.DrawBitmap(self._Buffer,0,0) ## this was so that rubber band boxes and the like could get drawn here ## but it looks like a wx.ClientDC is a better bet still. #try: # self.GUIMode.DrawOnTop(dc) #except AttributeError: # pass def Draw(self, Force=False): """ Canvas.Draw(Force=False) Re-draws the canvas. Note that the buffer will not be re-drawn unless something has changed. If you change a DrawObject directly, then the canvas will not know anything has changed. In this case, you can force a re-draw by passing int True for the Force flag: Canvas.Draw(Force=True) There is a main buffer set up to double buffer the screen, so you can get quick re-draws when the window gets uncovered. If there are any objects in self._ForeDrawList, then the background gets drawn to a new buffer, and the foreground objects get drawn on top of it. The final result if blitted to the screen, and stored for future Paint events. This is done so that you can have a complicated background, but have something changing on the foreground, without having to wait for the background to get re-drawn. This can be used to support simple animation, for instance. """ if N.sometrue(self.PanelSize <= 2 ): # it's possible for this to get called before being properly initialized. return if self.Debug: start = clock() ScreenDC = wx.ClientDC(self) ViewPortWorld = N.array(( self.PixelToWorld((0,0)), self.PixelToWorld(self.PanelSize) ) ) self.ViewPortBB = N.array( ( N.minimum.reduce(ViewPortWorld), N.maximum.reduce(ViewPortWorld) ) ) dc = wx.MemoryDC() dc.SelectObject(self._Buffer) if self._BackgroundDirty or Force: dc.SetBackground(self.BackgroundBrush) dc.Clear() if self._HTBitmap is not None: HTdc = wx.MemoryDC() HTdc.SelectObject(self._HTBitmap) HTdc.Clear() else: HTdc = None if self.GridUnder is not None: self.GridUnder._Draw(dc, self) self._DrawObjects(dc, self._DrawList, ScreenDC, self.ViewPortBB, HTdc) self._BackgroundDirty = False del HTdc if self._ForeDrawList: ## If an object was just added to the Foreground, there might not yet be a buffer if self._ForegroundBuffer is None: self._ForegroundBuffer = wx.Bitmap(self.PanelSize[0], self.PanelSize[1]) dc = wx.MemoryDC() ## I got some strange errors (linewidths wrong) if I didn't make a new DC here dc.SelectObject(self._ForegroundBuffer) dc.DrawBitmap(self._Buffer,0,0) if self._ForegroundHTBitmap is not None: ForegroundHTdc = wx.MemoryDC() ForegroundHTdc.SelectObject( self._ForegroundHTBitmap) ForegroundHTdc.Clear() if self._HTBitmap is not None: #Draw the background HT buffer to the foreground HT buffer ForegroundHTdc.DrawBitmap(self._HTBitmap, 0, 0) else: ForegroundHTdc = None self._DrawObjects(dc, self._ForeDrawList, ScreenDC, self.ViewPortBB, ForegroundHTdc) if self.GridOver is not None: self.GridOver._Draw(dc, self) ScreenDC.Blit(0, 0, self.PanelSize[0],self.PanelSize[1], dc, 0, 0) # If the canvas is in the middle of a zoom or move, # the Rubber Band box needs to be re-drawn ##fixme: maybe GUIModes should never be None, and rather have a Do-nothing GUI-Mode. if self.GUIMode is not None: self.GUIMode.UpdateScreen() if self.Debug: print "Drawing took %f seconds of CPU time"%(clock()-start) if self._HTBitmap is not None: self._HTBitmap.SaveFile('junk.png', wx.BITMAP_TYPE_PNG) ## Clear the font cache. If you don't do this, the X font server ## starts to take up Massive amounts of memory This is mostly a ## problem with very large fonts, that you get with scaled text ## when zoomed in. DrawObject.FontList = {} def _ShouldRedraw(DrawList, ViewPortBB): # lrk: Returns the objects that should be redrawn ## fixme: should this check be moved into the object? BB2 = ViewPortBB redrawlist = [] for Object in DrawList: if Object.BoundingBox.Overlaps(BB2): redrawlist.append(Object) return redrawlist _ShouldRedraw = staticmethod(_ShouldRedraw) def MoveImage(self, shift, CoordType, ReDraw=True): """ move the image in the window. shift is an (x,y) tuple, specifying the amount to shift in each direction It can be in any of three coordinates: Panel, Pixel, World, specified by the CoordType parameter Panel coordinates means you want to shift the image by some fraction of the size of the displaed image Pixel coordinates means you want to shift the image by some number of pixels World coordinates mean you want to shift the image by an amount in Floating point world coordinates """ shift = N.asarray(shift,N.float) if CoordType == 'Panel':# convert from panel coordinates shift = shift * N.array((-1,1),N.float) *self.PanelSize/self.TransformVector elif CoordType == 'Pixel': # convert from pixel coordinates shift = shift/self.TransformVector elif CoordType == 'World': # No conversion pass else: raise FloatCanvasError('CoordType must be either "Panel", "Pixel", or "World"') self.ViewPortCenter = self.ViewPortCenter + shift self.MapProjectionVector = self.ProjectionFun(self.ViewPortCenter) self.TransformVector = N.array((self.Scale,-self.Scale),N.float) * self.MapProjectionVector self._BackgroundDirty = True if ReDraw: self.Draw() def Zoom(self, factor, center = None, centerCoords="world"): """ Zoom(factor, center) changes the amount of zoom of the image by factor. If factor is greater than one, the image gets larger. If factor is less than one, the image gets smaller. center is a tuple of (x,y) coordinates of the center of the viewport, after zooming. If center is not given, the center will stay the same. centerCoords is a flag indicating whether the center given is in pixel or world coords. Options are: "world" or "pixel" """ self.Scale = self.Scale*factor if not center is None: if centerCoords == "pixel": center = self.PixelToWorld( center ) else: center = N.array(center,N.float) self.ViewPortCenter = center self.SetToNewScale() def ZoomToBB(self, NewBB=None, DrawFlag=True): """ Zooms the image to the bounding box given, or to the bounding box of all the objects on the canvas, if none is given. """ if NewBB is not None: BoundingBox = NewBB else: if self.BoundingBoxDirty: self._ResetBoundingBox() BoundingBox = self.BoundingBox if (BoundingBox is not None) and (not BoundingBox.IsNull()): self.ViewPortCenter = N.array(((BoundingBox[0,0]+BoundingBox[1,0])/2, (BoundingBox[0,1]+BoundingBox[1,1])/2 ),N.float_) self.MapProjectionVector = self.ProjectionFun(self.ViewPortCenter) # Compute the new Scale BoundingBox = BoundingBox*self.MapProjectionVector # this does need to make a copy! try: self.Scale = min(abs(self.PanelSize[0] / (BoundingBox[1,0]-BoundingBox[0,0])), abs(self.PanelSize[1] / (BoundingBox[1,1]-BoundingBox[0,1])) )*0.95 except ZeroDivisionError: # this will happen if the BB has zero width or height try: #width == 0 self.Scale = (self.PanelSize[0] / (BoundingBox[1,0]-BoundingBox[0,0]))*0.95 except ZeroDivisionError: try: # height == 0 self.Scale = (self.PanelSize[1] / (BoundingBox[1,1]-BoundingBox[0,1]))*0.95 except ZeroDivisionError: #zero size! (must be a single point) self.Scale = 1 if DrawFlag: self._BackgroundDirty = True else: # Reset the shifting and scaling to defaults when there is no BB self.ViewPortCenter= N.array( (0,0), N.float) self.Scale= 1 self.SetToNewScale(DrawFlag=DrawFlag) def SetToNewScale(self, DrawFlag=True): Scale = self.Scale if self.MinScale is not None: Scale = max(Scale, self.MinScale) if self.MaxScale is not None: Scale = min(Scale, self.MaxScale) self.MapProjectionVector = self.ProjectionFun(self.ViewPortCenter) self.TransformVector = N.array((Scale,-Scale),N.float) * self.MapProjectionVector self.Scale = Scale self._BackgroundDirty = True if DrawFlag: self.Draw() def RemoveObjects(self, Objects): for Object in Objects: self.RemoveObject(Object, ResetBB=False) self.BoundingBoxDirty = True def RemoveObject(self, Object, ResetBB = True): ##fixme: Using the list.remove method is kind of slow if Object.InForeground: self._ForeDrawList.remove(Object) if not self._ForeDrawList: self._ForegroundBuffer = None self._ForegroundHTdc = None else: self._DrawList.remove(Object) self._BackgroundDirty = True if ResetBB: self.BoundingBoxDirty = True def ClearAll(self, ResetBB=True): """ ClearAll(ResetBB=True) Removes all DrawObjects from the Canvas If ResetBB is set to False, the original bounding box will remain """ self._DrawList = [] self._ForeDrawList = [] self._BackgroundDirty = True self.HitColorGenerator = None self.UseHitTest = False if ResetBB: self._ResetBoundingBox() self.MakeNewBuffers() self.HitDict = None def _ResetBoundingBox(self): SetToNull=False if self._DrawList or self._ForeDrawList: bblist = [] for obj in self._DrawList + self._ForeDrawList: if not obj.BoundingBox.IsNull(): bblist.append(obj.BoundingBox) if bblist: # if there are only NullBBoxes in DrawLists self.BoundingBox = BBox.fromBBArray(bblist) else: SetToNull = True if self.BoundingBox.Width == 0 or self.BoundingBox.Height == 0: SetToNull=True else: SetToNull=True if SetToNull: self.BoundingBox = BBox.NullBBox() self.ViewPortCenter= N.array( (0,0), N.float) self.TransformVector = N.array( (1,-1), N.float) self.MapProjectionVector = N.array( (1,1), N.float) self.Scale = 1 self.BoundingBoxDirty = False def PixelToWorld(self, Points): """ Converts coordinates from Pixel coordinates to world coordinates. Points is a tuple of (x,y) coordinates, or a list of such tuples, or a NX2 Numpy array of x,y coordinates. """ return (((N.asarray(Points, N.float) - (self.PanelSize/2))/self.TransformVector) + self.ViewPortCenter) def WorldToPixel(self,Coordinates): """ This function will get passed to the drawing functions of the objects, to transform from world to pixel coordinates. Coordinates should be a NX2 array of (x,y) coordinates, or a 2-tuple, or sequence of 2-tuples. """ #Note: this can be called by users code for various reasons, so N.asarray is needed. return (((N.asarray(Coordinates,N.float) - self.ViewPortCenter)*self.TransformVector)+ (self.HalfPanelSize)).astype('i') def ScaleWorldToPixel(self,Lengths): """ This function will get passed to the drawing functions of the objects, to Change a length from world to pixel coordinates. Lengths should be a NX2 array of (x,y) coordinates, or a 2-tuple, or sequence of 2-tuples. """ return ( (N.asarray(Lengths, N.float)*self.TransformVector) ).astype('i') def ScalePixelToWorld(self,Lengths): """ This function computes a pair of x.y lengths, to change then from pixel to world coordinates. Lengths should be a NX2 array of (x,y) coordinates, or a 2-tuple, or sequence of 2-tuples. """ return (N.asarray(Lengths,N.float) / self.TransformVector) def AddObject(self, obj): # put in a reference to the Canvas, so remove and other stuff can work obj._Canvas = self if obj.InForeground: self._ForeDrawList.append(obj) self.UseForeground = True else: self._DrawList.append(obj) self._BackgroundDirty = True self.BoundingBoxDirty = True return obj def AddObjects(self, Objects): for Object in Objects: self.AddObject(Object) def _DrawObjects(self, dc, DrawList, ScreenDC, ViewPortBB, HTdc = None): """ This is a convenience function; This function takes the list of objects and draws them to specified device context. """ dc.SetBackground(self.BackgroundBrush) #i = 0 PanelSize0, PanelSize1 = self.PanelSize # for speed WorldToPixel = self.WorldToPixel # for speed ScaleWorldToPixel = self.ScaleWorldToPixel # for speed Blit = ScreenDC.Blit # for speed NumBetweenBlits = self.NumBetweenBlits # for speed for i, Object in enumerate(self._ShouldRedraw(DrawList, ViewPortBB)): if Object.Visible: Object._Draw(dc, WorldToPixel, ScaleWorldToPixel, HTdc) if (i+1) % NumBetweenBlits == 0: Blit(0, 0, PanelSize0, PanelSize1, dc, 0, 0) def SaveAsImage(self, filename, ImageType=wx.BITMAP_TYPE_PNG): """ Saves the current image as an image file. The default is in the PNG format. Other formats can be specified using the wx flags: wx.BITMAP_TYPE_PNG wx.BITMAP_TYPE_JPG wx.BITMAP_TYPE_BMP wx.BITMAP_TYPE_XBM wx.BITMAP_TYPE_XPM etc. (see the wx docs for the complete list) """ self._Buffer.SaveFile(filename, ImageType) def _makeFloatCanvasAddMethods(): ## lrk's code for doing this in module __init__ classnames = ["Circle", "Ellipse", "Arc", "Rectangle", "ScaledText", "Polygon", "Line", "Text", "PointSet","Point", "Arrow", "ArrowLine", "ScaledTextBox", "SquarePoint","Bitmap", "ScaledBitmap", "Spline", "Group"] for classname in classnames: klass = globals()[classname] def getaddshapemethod(klass=klass): def addshape(self, *args, **kwargs): Object = klass(*args, **kwargs) self.AddObject(Object) return Object return addshape addshapemethod = getaddshapemethod() methodname = "Add" + classname setattr(FloatCanvas, methodname, addshapemethod) docstring = "Creates %s and adds its reference to the canvas.\n" % classname docstring += "Argument protocol same as %s class" % classname if klass.__doc__: docstring += ", whose docstring is:\n%s" % klass.__doc__ FloatCanvas.__dict__[methodname].__doc__ = docstring _makeFloatCanvasAddMethods()